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    Originally posted by Roland_Price View Post
    Hi

    Is there a way to scale the ability play rate to a curve in anim montage it's using? I've tried to figure it out through the "On Get Dynamic Property Play Rate" binding, but got lost along the way


    Thanks
    On Get Dynamic Property Play Rate wants a float returned, so if you want the montage to play 2x speed simply return 2.0, half speed would be 0.5. Etc.

    If the value of the curve is constant for the duration of the montage, then you can just evaluate that curve (assuming its a curve asset). Pretty sure Blueprints has a generic "Evaluate Curve" method. If the value changes during the montage (which doesn't make any sense to me personally), then it's not going to properly follow that curve since the play rate is only evaluated at the START of the task.
    Able Ability System - A high performance, robust ability system for UE4. Now Available!

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      It makes a lot of sense in case you need to control the animation speed on the fly and stretch the ability timing accordingly. Does your system support any way to evaluate the play rate constantly?

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        Originally posted by Roland_Price View Post
        It makes a lot of sense in case you need to control the animation speed on the fly and stretch the ability timing accordingly. Does your system support any way to evaluate the play rate constantly?
        Not currently, no. I wrote it up real quick, so I'll PM it to you to try.
        Able Ability System - A high performance, robust ability system for UE4. Now Available!

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          Hi,

          This looked really great in the videos! But the plugin doesn't seem to work at all in 4.24.3. None of the tasks play. Editor looks completely different from what I've seen. Is this normal? Would appreciate some help getting this to work.
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            Originally posted by Mowgl33 View Post
            Hi,

            This looked really great in the videos! But the plugin doesn't seem to work at all in 4.24.3. None of the tasks play. Editor looks completely different from what I've seen. Is this normal? Would appreciate some help getting this to work.
            Add the Able Ability Component to whatever you're using for the Preview Asset. Able tries to add it at runtime, but that doesn't seem to always work. If you don't have that component, it won't run any tasks.

            The Editor was reskinned late last year. I'm going through and (slowly) updating the docs and screenshots, but the new look is expected.
            Able Ability System - A high performance, robust ability system for UE4. Now Available!

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              Able 3.26 has been submitted. It has a fix for Custom Tasks getting the "REINST" version of the blueprint when the custom task is recompiled (this also caused that crash on load if you saved out with the REINST).
              Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                ExtraLifeMatt I got a question. Able Ability Blueprint is basically an "object" right? So as it is initiated from class, for being variable free and super fast replicated by just replicating the class - the ability after creation can track variables? What I mean... For example a level 6 cleric Casts "bless" - this spell gives contastant bonus to all targets in specific range for his level * 1 minute. Easy to do - Just add 6 stacks of minute long passive that on end removes one stact. On ability begin add bonus, on ability end remove bonus. Bonuses don't stack. However for example a level 9 wizard casts stoneskin. Stoneskin gives damage reduction 10/+5 - and that is being added to his damage reduction table in the character and removed on ability end. BUT the spell also absorbs level *10 damage - so overall 90 damage.
                My question is:
                1) Can I add a variable / local variable to the ability that is being set on creation and updates. when reach zero it stops the passive ability? If so - can it be "Public"?
                2) Can an ability bind to event dispatcher from example owner/target - so when the owner receives damage it can push the reduction absorbed damage to the ability so ability could track it?
                3) Can ability give access to variables via interface or "get passive abilities" (it gives object list not class list). So I can update the interface properly?
                4) Can variables be replicated, or should I avoid any replication on the abilities as they exist on both player and server without the need of replication for avoiding choking of network? Or maybe abilities are instanced in a way that using variables is not a good idea. Mostly any ability doesn't have to track more than a single value. It doesn't really have to replicated and in sync as it could get updates on client and server at same events and server wont be cheated by client side manipulation of this value.
                Or simply put - How could I manage this stoneskin problem without creating variable on the character itself and changing the value there... I have 900 Abilities to create. Many of those should track something for short time and after finishing never bother with it again.

                Edit: Ragard Variables - can I use dynamically Gameplay Tags ? Except for skills having tags like "spell.component.varbal for example.. Can I add Tag Spell.Power.9 on start of ability?
                Last edited by AngeIV; 04-03-2020, 09:06 AM.

                Comment


                  Originally posted by AngeIV View Post
                  ExtraLifeMatt I got a question. Able Ability Blueprint is basically an "object" right? So as it is initiated from class, for being variable free and super fast replicated by just replicating the class - the ability after creation can track variables? What I mean... For example a level 6 cleric Casts "bless" - this spell gives contastant bonus to all targets in specific range for his level * 1 minute. Easy to do - Just add 6 stacks of minute long passive that on end removes one stact. On ability begin add bonus, on ability end remove bonus. Bonuses don't stack. However for example a level 9 wizard casts stoneskin. Stoneskin gives damage reduction 10/+5 - and that is being added to his damage reduction table in the character and removed on ability end. BUT the spell also absorbs level *10 damage - so overall 90 damage.
                  My question is:
                  1) Can I add a variable / local variable to the ability that is being set on creation and updates. when reach zero it stops the passive ability? If so - can it be "Public"?
                  2) Can an ability bind to event dispatcher from example owner/target - so when the owner receives damage it can push the reduction absorbed damage to the ability so ability could track it?
                  3) Can ability give access to variables via interface or "get passive abilities" (it gives object list not class list). So I can update the interface properly?
                  4) Can variables be replicated, or should I avoid any replication on the abilities as they exist on both player and server without the need of replication for avoiding choking of network? Or maybe abilities are instanced in a way that using variables is not a good idea. Mostly any ability doesn't have to track more than a single value. It doesn't really have to replicated and in sync as it could get updates on client and server at same events and server wont be cheated by client side manipulation of this value.
                  Or simply put - How could I manage this stoneskin problem without creating variable on the character itself and changing the value there... I have 900 Abilities to create. Many of those should track something for short time and after finishing never bother with it again.

                  Edit: Ragard Variables - can I use dynamically Gameplay Tags ? Except for skills having tags like "spell.component.varbal for example.. Can I add Tag Spell.Power.9 on start of ability?
                  The Ability is a class/object. I replicate just the ClassID (so, a simple integer), but the actual object used during executom is the Default Object which isn't writable. If you want to store variables you would have to do that either on the Ability ScratchPad (which requires you inheriting from the task you want to override and create the scratch pad yourself), or on the character as you point out.

                  I can make a "Task variable" list on the Ability Component that Tasks can write to/read from that are automatically cleaned up when the Ability ends, etc. Shouldn't be too crazy. Having them replicate may be tricky, just due to timing. But, I'll see what I can do.
                  Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                    Originally posted by ExtraLifeMatt View Post

                    The Ability is a class/object. I replicate just the ClassID (so, a simple integer), but the actual object used during executom is the Default Object which isn't writable. If you want to store variables you would have to do that either on the Ability ScratchPad (which requires you inheriting from the task you want to override and create the scratch pad yourself), or on the character as you point out.

                    I can make a "Task variable" list on the Ability Component that Tasks can write to/read from that are automatically cleaned up when the Ability ends, etc. Shouldn't be too crazy. Having them replicate may be tricky, just due to timing. But, I'll see what I can do.
                    They don't have to be replicated - they would be used only on authority for any gameplay stuff.. And at UI to display on client. So doesn't have to be 100% accurate. So for the stoneskin example There's no hack way to do it right now, except for tracking the value on owner/target?
                    This example problem will be common for 15-20% of all my abilities ever used :/ Even if I make Core ability branch to other smaller effects - they all together still wont be able to track data

                    Comment


                      Originally posted by AngeIV View Post

                      They don't have to be replicated - they would be used only on authority for any gameplay stuff.. And at UI to display on client. So doesn't have to be 100% accurate. So for the stoneskin example There's no hack way to do it right now, except for tracking the value on owner/target?
                      This example problem will be common for 15-20% of all my abilities ever used :/ Even if I make Core ability branch to other smaller effects - they all together still wont be able to track data
                      The way to do stone skin right now is to store it on the player. Make a function on the player called "ApplyStoneSkin" or something which adds Level * 10 "armor" to a variable, then when you go to apply damage, subtract it from your armor first.
                      Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                        Originally posted by ExtraLifeMatt View Post

                        The way to do stone skin right now is to store it on the player. Make a function on the player called "ApplyStoneSkin" or something which adds Level * 10 "armor" to a variable, then when you go to apply damage, subtract it from your armor first.
                        And regard my other question - if ability could listen do event dispatcher? So in case my "armor" falls to zero - I end ability and damage reduction ends with it.

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                          Originally posted by AngeIV View Post

                          And regard my other question - if ability could listen do event dispatcher? So in case my "armor" falls to zero - I end ability and damage reduction ends with it.
                          I'm not 100% how I would set that up. The other way is when your Player is damaged, it looks for executing Abilities running a certain tag and removes them that way.
                          Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                            Able 3.27 submitted.

                            Fixes a crash with Custom Tasks that have a dependency. This would crash as soon as the Ability tried to load (during editor start up, etc).

                            Big shout out to Roland_Price for his help in putting Custom Tasks through some heavy usage and giving me feedback / bug reports.
                            Able Ability System - A high performance, robust ability system for UE4. Now Available!

                            Comment


                              Originally posted by ExtraLifeMatt View Post
                              Able 3.27 submitted.

                              Fixes a crash with Custom Tasks that have a dependency. This would crash as soon as the Ability tried to load (during editor start up, etc).

                              Big shout out to Roland_Price for his help in putting Custom Tasks through some heavy usage and giving me feedback / bug reports.
                              Thanks a lot for a fast investigation and fixing, will try the fix asap

                              Comment


                                Originally posted by ExtraLifeMatt View Post

                                I'm not 100% how I would set that up. The other way is when your Player is damaged, it looks for executing Abilities running a certain tag and removes them that way.
                                That would actually work Though It requires to put much effort into an actor component that would keep track of everything and cooperate with ability component, but doesn't require to make dramatic changes into way ABLE works right now.

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